Freeing sounds?

BlitzMax Forums/BlitzMax Programming/Freeing sounds?

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Just found out that audio channels fall into the same boat as gadgets and timers, as in due to the nature of "ownership" the objects will never be collected.

From first glance there doesn't actually seem to be anyway of freeing an unstarted channel but I may have missed something. It would certainly be nice if all three shared some sort of free / stop methodology by extending something like TResource so it was more evident that the system underneath has it's own reference to the object, or at least should have...

My other problem is whenever I see a reference to sound I think AudioSample not AudioChannel....